Chaos Domain

The Chaos Domain turns freedom, unpredictability, rebellion against imposed order and supernatural chaotic power into cleric mechanics. Pathfinder 1e and D&D 3.5e use the same name but materially different granted powers, so the editions are kept separate.
At a Glance
| Divine Sphere | Chaos, freedom, change, unpredictability and resistance to rigid supernatural order |
|---|---|
| Typical Role | Debuffer and anti-law specialist in Pathfinder; descriptor-focused caster in 3.5e |
| Published Rules | Pathfinder 1e and D&D 3.5e |
| Modern D&D Status | Original 2024 and 2014 Chaos subclasses requiring GM approval, not official same-named published Cleric subclasses. |
| Typical Patrons | Eris, Loki, Apep |
Edition Applicability
Four playable editions follow. The D&D 2024 and 2014 Chaos subclasses are original SpiralWorlds campaign conversions requiring GM approval; Pathfinder 1e and D&D 3.5e use their distinct published alignment-domain powers and spell-slot rules. Their different second-level domain spells remain edition-specific.
Chaos Domain — D&D 5.5e / 2024
Original SpiralWorlds 2024 Cleric domain conversion; GM approval required, not a published same-named subclass. Choose it at Cleric level 3. Keep 2024 Divine Order, Blessed Strikes, spellcasting and normal Channel Divinity uses.
2024 Chaos Domain Spells
Always prepared when you reach the stated Cleric level, not counting against your usual preparations; treated as Cleric spells for you. Use the chosen edition’s spell effects.
| Cleric Level | Always-Prepared Spells |
|---|---|
| 3 | Bane, Disguise Self, Mirror Image, Shatter |
| 5 | Blink, Dispel Magic |
| 7 | Confusion, Freedom of Movement |
| 9 | Modify Memory, Telekinesis |
Level 3 — The Unbound Road
Gain proficiency in Acrobatics; if you already have it, gain Deception instead. You can use Wisdom instead of Dexterity for ability checks made to escape a Grapple, but this does not change your saving throws.
Level 3 — Channel Divinity: Break the Pattern
As a Magic action, expend one Channel Divinity use and choose up to two creatures you can see within 30 feet. Each makes a Wisdom saving throw against your Cleric spell save DC. On a failure, the creature has Disadvantage on the next attack roll it makes before the end of your next turn and cannot take Reactions until then. On a success it suffers neither effect. This does not change previous rolls.
Level 6 — Refuse the Chain
When you or a creature you can see within 30 feet fails a saving throw against the Restrained or Charmed condition, you may use your Reaction to allow it to reroll that saving throw; it must use the new result. You can use this a number of times equal to your Wisdom modifier (minimum once) per Long Rest.
Level 17 — Unbound Ground
As a Bonus Action, create a 30-foot Emanation for 1 minute. You and allies within it ignore nonmagical Difficult Terrain. Once on each of your turns, one ally in the Emanation can move 10 feet without provoking Opportunity Attacks (no action required by that ally), provided it can normally move. The effect ends if you’re Incapacitated. Once activated, regain it after a Long Rest.
Chaos Domain — D&D 5e / 2014
Original SpiralWorlds 2014 Cleric domain conversion; GM approval required, not a published same-named subclass. Choose it at Cleric level 1. Use the 2014 Cleric base class and its Channel Divinity progression.
2014 Chaos Domain Spells
Always prepared when you reach the stated Cleric level, not counting against your usual preparations; treated as Cleric spells for you. Use the chosen edition’s spell effects.
| Cleric Level | Always-Prepared Spells |
|---|---|
| 1 | Bane, Disguise Self |
| 3 | Mirror Image, Shatter |
| 5 | Blink, Dispel Magic |
| 7 | Confusion, Freedom of Movement |
| 9 | Modify Memory, Telekinesis |
Level 1 — Rebel’s Footing
Gain proficiency in Acrobatics; if you already have it, gain Deception. You can use Wisdom instead of Dexterity for an ability check to escape a grapple, not for a saving throw.
Level 2 — Channel Divinity: Break the Pattern
As an action, present your holy symbol and expend one Channel Divinity use. Choose up to two creatures you can see within 30 feet. Each makes a Wisdom save against your Cleric spell save DC. On a failure it suffers disadvantage on its next attack roll before the end of your next turn and cannot take reactions until then.
Level 6 — Refuse the Chain
When you or a creature you can see within 30 feet fails a saving throw against being restrained or charmed, use your reaction to allow a reroll; it must use the new result. Uses equal your Wisdom modifier (minimum one) per long rest.
Level 8 — Potent Spellcasting
Add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Level 17 — Unbound Ground
As an action, create a 30-foot-radius aura for 1 minute. Allies in it ignore nonmagical difficult terrain, and once per turn one ally may move 10 feet without provoking opportunity attacks. This does not grant extra actions or extra movement to a creature that cannot move. The aura ends when you’re incapacitated and returns after a long rest.
Chaos Domain — Pathfinder 1e
Rules status: published Pathfinder 1e Core Rulebook domain.
Touch of Chaos
Make a melee touch attack. Until the end of the target’s next round, whenever it rolls a d20 it rolls twice and takes the less favourable result. Uses per day equal 3 + your Wisdom modifier.
Chaos Blade
At 8th level, touch a weapon to give it the anarchic special weapon quality for a number of rounds equal to half your Cleric level. You can use this once per day at 8th level, plus one additional time per day for every four Cleric levels beyond 8th.
Pathfinder 1e Chaos Domain Spells
| 1st | Protection from Law |
|---|---|
| 2nd | Align Weapon (chaos only) |
| 3rd | Magic Circle against Law |
| 4th | Chaos Hammer |
| 5th | Dispel Law |
| 6th | Animate Objects |
| 7th | Word of Chaos |
| 8th | Cloak of Chaos |
| 9th | Summon Monster IX (chaos spell only) |
Chaos Domain — D&D 3.5e
Rules status: published D&D 3.5e SRD domain.
Granted Power
You cast spells with the chaos descriptor at +1 caster level.
D&D 3.5e Chaos Domain Spells
| 1st | Protection from Law |
|---|---|
| 2nd | Shatter |
| 3rd | Magic Circle against Law |
| 4th | Chaos Hammer |
| 5th | Dispel Law |
| 6th | Animate Objects |
| 7th | Word of Chaos |
| 8th | Cloak of Chaos |
| 9th | Summon Monster IX (cast as a chaos spell only) |
How the Chaos Domain Plays
Pathfinder makes Chaos tactically disruptive: Touch of Chaos can spoil a foe’s next round of d20 rolls, while Chaos Blade supports martial allies against lawful enemies. D&D 3.5e is more direct, boosting caster level for chaos-descriptor spells.
Who Grants the Chaos Domain?
Eris, Loki and Apep can support different expressions of this sphere where their established deity pages justify it. Chaos should describe the deity’s actual portfolio, not serve as a generic label for anyone unpredictable.
Priests, Temples and Rites
Chaos priests need not all resemble one another. One cult may defend personal freedom, another celebrate transformation, another break tyrannical systems and another venerate destructive disorder. Patron, culture and campaign context determine which interpretation belongs at the table.
What Are Chaos Priests Doing Now?
Chaos priests are breaking binding oaths imposed by force, sheltering fugitives from rigid authorities, provoking change inside stagnant institutions and investigating supernatural laws that have begun to overwrite local custom or free will.
Related Domains and Character Options
Rules Sources and Licensing
- D&D 2024 and 2014: original campaign conversions requiring GM approval; not official same-named WotC published subclasses. Use each edition’s own rules.
- Pathfinder 1e: powers and spell list follow the Pathfinder Core Rulebook Cleric domain rules.
- D&D 3.5e: granted power and spell list follow the 3.5 SRD Cleric Domains rules.
- Edition correction: Pathfinder’s 2nd-level domain spell is Align Weapon (chaos only), while D&D 3.5e uses Shatter. They are not interchangeable.
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